Author Topic: Interesting stuff in Pathfinder  (Read 403381 times)

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #520 on: July 02, 2015, 12:00:16 AM »
Reading more into the vigilante. ... it sucks hard.

Like a rogue batman? Your sneak attack deals only d4s when flanking or flat-footed. And no other 1st level abilities that do more than fluff

Going martial instead?  Nice full BAB and..... nothing else.

The spellcasting options are usable, but that's about it.
---
Dragon Pistol + Mysterious Stranger = 1d6+ Cha in a 15ft cone as a -2 touch
« Last Edit: July 02, 2015, 12:02:47 AM by zook1shoe »
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Offline Jackinthegreen

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Re: Interesting stuff in Pathfinder
« Reply #521 on: July 02, 2015, 12:30:21 AM »
looks more like an ettin ninja :P

In the Warcraft universe, many ogres are two-headed.  They're also all big, fat, and generally stupid.  Here's the full Hearthstone card:



As far as the Vigilante goes...  Looking through the playtest now and might end up doing a smaller Libertad style review.  Already found a typo on page 3, and I'm expecting a couple more.

...  Dear god that's the longest class rules description ever.

Offline Keldar

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Re: Interesting stuff in Pathfinder
« Reply #522 on: July 02, 2015, 01:31:23 AM »
Always wanted to play a big brute that is sneaky? Now you can. :D
Crom!

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #523 on: July 02, 2015, 10:05:10 AM »
Appears you can Cleave w a ranged weapon, since it mentions reach. Just need to extend your reach to avoid AoOs, like w Long Arm.

How would this work with a double-barrel firing 2 bullets at a creature? Do you have to hold a second gun to be able to Cleave, or are Free actions allowed during the middle of std actions?

Goblin Cleaver seems like it'd be a harder feat to convince to working, since it mentions 'threatened area' not reach, as Cleave did. But you don't need to threaten w the Cleaving weapon, just w something like a whip or long arm and armor spikes?
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Cackle doesn't seem to impede spellcasting, so Cackle + Fortune + Scar = daylong good fortune for your buddies, without impeding your normal spellcasting
« Last Edit: July 02, 2015, 10:28:59 AM by zook1shoe »
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Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #524 on: July 02, 2015, 12:54:31 PM »
Cackle doesn't seem to impede spellcasting, so Cackle + Fortune + Scar = daylong good fortune for your buddies, without impeding your normal spellcasting
Yeah, I noticed that too. Get a mount (or other way to move as a free action) and Cackle is basically "free". If only there were a way to do it silently...  :lmao
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Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #525 on: July 02, 2015, 01:20:12 PM »
You could always cackle under your breath... like a stereotypical villain

Or cast silence on yourself?
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Offline Ice9

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Re: Interesting stuff in Pathfinder
« Reply #526 on: July 02, 2015, 01:45:15 PM »
How to optimize your annoyance level:
1) Be a Witch, with Fortune and Cackle.  Always be using it.
2) Wait until everyone is accustomed to having the Fortune bonus.
3) Announce that you're going to start RPing your actions out more.
4) By which you mean actually cackling as long as your character does.
5) Use this as inspiration.
:D


Here's a new one - Versatile Summon Monster is pretty sweet, right?  Flight, burrowing, extra fire damage, and more.  However, it only works on creatures that would otherwise have an alignment template, which rules out some of the best options. 

Unless you go Story Summoner.  The Summon Arcana ability gives your creatures a random alignment template.  Usually not that great, because the smite will only match the foes you're fighting a fraction of the time, but it does add the template to anything you summon.  Which then makes it eligible for Versatile Summon Monster.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #527 on: July 03, 2015, 11:14:21 AM »
Is it me, or does grapple seem the bypass Mirror Image? It's not a targeting spell or attack roll

---

TWF fire your +1 speed minotaur double xbow w splitting bolts for 12 bolts, drop and quick draw second for 12 more bolts.

Imp and greater make things ugly, and one abundant ammo interpretation for saving a crap-ton on the ammo
« Last Edit: July 03, 2015, 11:17:42 AM by zook1shoe »
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Offline StreamOfTheSky

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Re: Interesting stuff in Pathfinder
« Reply #528 on: July 03, 2015, 10:17:44 PM »
In Pathfinder, all combat maneuvers are melee attacks.  The maneuver check is like an attack roll and auto-fails on a 1.  It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place.  But!  Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit.   :banghead

Offline deadkitten

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Re: Interesting stuff in Pathfinder
« Reply #529 on: July 03, 2015, 10:36:51 PM »
In Pathfinder, all combat maneuvers are melee attacks.  The maneuver check is like an attack roll and auto-fails on a 1.  It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place.  But!  Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit.   :banghead

At least true strike will work for them.

Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #530 on: July 04, 2015, 01:32:13 PM »
In Pathfinder, all combat maneuvers are melee attacks.  The maneuver check is like an attack roll and auto-fails on a 1.  It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place.  But!  Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit.   :banghead

At least true strike will work for them.
hmm... is this right? If so then a magus is the real maneuver master.
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Offline StreamOfTheSky

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Re: Interesting stuff in Pathfinder
« Reply #531 on: July 04, 2015, 02:03:04 PM »
In Pathfinder, all combat maneuvers are melee attacks.  The maneuver check is like an attack roll and auto-fails on a 1.  It auto-succeeds on a 20 too, but if you can't win on your own merits w/ a 20, you had no business attempting the maneuver in the first place.  But!  Hey, if you get a nat 20, you threaten a crit....oh wait, the maneuvers don't do damage, so you get all the downsides of being an attack roll and none of the benefit.   :banghead

At least true strike will work for them.
hmm... is this right? If so then a magus is the real maneuver master.

It also makes True Strike a much less awful choice for Qingong Monk.  Take the Quicken SLA feat later on and you can 95% chance win a combat maneuver 3/day.  Yeah...still pretty unimpressive for the investment and minimum level required.

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #532 on: July 04, 2015, 03:04:08 PM »
Some of that wording is weird in that section. They use several different terms, thats why I was confused
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Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #533 on: July 05, 2015, 12:16:55 PM »
Found a nice article that spells this out in a lot more detail, but a Witch with both the Cartomancer and Hedge Witch archetypes (and they can be combined) can spontaneoulsy cast cure spells at range through her thrown Harrow deck cards.

Also, the Healing Hex combined with Hex Vulnerability makes for a very nice, cheap healing method (wand of hex vulnerability + your familiar delivering the hex = 2d8+CL, up to 2d8+10, healing per wand charge).

Also, and please someone correct me if I'm wrong because it sounds too insanely good to believe, there seems to be no range limit on how far away your familiar can be when it delivers a Hex via touch. It specifically says it doesn't have to be touching you when you "activate" the Hex, unlike when it delivers a touch spell. So you could be scrying on it from across the world, and then when it gets near the enemy you want to target, BAM! Combine this with some easy way to bring it back from the dead (because obviously sending it out to attack people is risky) and this could be a way to use it for long ranged delivery of Hexes.
« Last Edit: July 06, 2015, 11:39:04 AM by phaedrusxy »
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Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #534 on: July 06, 2015, 12:42:25 PM »
Remember the old Share Pain on your psicrystal trick to get +50% hit points? Well now pretty much every caster with a familiar can have that. You also basically get a free +2 AC out of the deal thanks to the feats the familiar gets. It loses Improved Evasion, which might hurt a lot in some games, but in games where you typically don't get hit with area attacks you won't miss it.

Some of the other archetypes are good also, but as far as combat benefits go this one is the clear winner.

Edit: Cross-posting this with the Witches handbook because it is just that damned good! The Arbiter Inevitable is an improved familiar that gets Regeneration 2 (Chaos)!  :evillaugh It might as well just say "unkillable" in most campaigns! This thing on a Beast-Bound Witch 10 basically means you're freakin' indestructible!  :lmao Even before level 10 (or for anyone, not even a witch), if you combine it with the Protector Archetype above that means that from levels 7+ you basically just get to ignore half the damage you take.  :smirk
« Last Edit: July 06, 2015, 06:43:46 PM by phaedrusxy »
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Offline Raxx

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Re: Interesting stuff in Pathfinder
« Reply #535 on: July 07, 2015, 01:36:56 AM »
Sadly, an Improved Familiar gives up the same ability every Familiar archetype gives up, Speak with Animals.

Offline Jackinthegreen

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Re: Interesting stuff in Pathfinder
« Reply #536 on: July 07, 2015, 07:17:08 AM »
Kinda sad you can't combine the orc scarred witch doctor archetype (which uses Con for casting) with the familiar stuff since the witch's familiar gets replaced by a mask.

Offline StreamOfTheSky

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Re: Interesting stuff in Pathfinder
« Reply #537 on: July 07, 2015, 12:41:57 PM »
Those are nice finds.  Now I feel bad....  I've kind of stopped keeping up w/ Pathfinder the past year or so, because I've been fortunate enough to find 3E games and PF is a plainly worse 3E, so I was only keeping up w/ it on the bleak prospects of it being the only 3E-like system I could find games for (for quite a while, it really was like that).  So I doubt I'll be updating my Witch handbook again.

Kinda sad you can't combine the orc scarred witch doctor archetype (which uses Con for casting) with the familiar stuff since the witch's familiar gets replaced by a mask.

Arguably, since it's a different name from the typical familiar class feature, an Alchemist's Tumor Familiar can be combined w/ Scarred Witch Doctor.  A two level dip is harsh, though.  Might be other avenues...

Offline zook1shoe

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Re: Interesting stuff in Pathfinder
« Reply #538 on: July 07, 2015, 12:56:21 PM »
Tumor familiar fun

your tumor familiar carries a ring gate into your stomach when it merges. would turning it on shoot all of your guts out due to the natural internal pressure?

another thought? have your aquatic tumor familiar carry in a decanter of endless water for a nice little aquarium in your now true bloatmage image. obviously have it carry the decanter out before you explode

also a great way to avoid pick pockets... have internal 'pockets' of money
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Offline phaedrusxy

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Re: Interesting stuff in Pathfinder
« Reply #539 on: July 07, 2015, 05:46:10 PM »
Sadly, an Improved Familiar gives up the same ability every Familiar archetype gives up, Speak with Animals.
rules quote? So you're saying improved familiars can't take archetypes?

Edit: saw it. You're right... Ah well umd + wand of shield other. ..
« Last Edit: July 07, 2015, 05:50:38 PM by phaedrusxy »
I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.